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    posted a message on Minecraft 1.17 Update Opinion Thread
    Quote from DaBiggman»

    See, this is what I'm talking about. ONE GUY putting out more content on his spare time than 30 full time developers do AS THEIR JOB. It's sad.


    We've already discussed this 3 times in this thread alone. You can at least respond to what's already been said instead of trying to restart the discussion. The fact of the matter is that more people does not equal faster content. This is consistent throughout every game - Not just Minecraft.

    Posted in: Recent Updates and Snapshots
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    posted a message on Rust/Aging Mechanics
    Quote from TheMasterCaver»

    I think this is a terrible idea, as is any other spontaneous uncontrollable "aging" of blocks or items, falling into the same category as things like natural disasters - if I add copper blocks/items to TMCW I'll certainly NOT make them randomly "rust"; you must do something to them to make it happen (e.g. right-click on a cauldron while holding the block, or combine them with a water bucket or bottle, much as you make mossy blocks by combining them with vines). Especially to armor and tools, which are already not used much since there are superior alternatives (excluding items like shears and buckets).


    While it will be spontaneous, it will not be uncontrollable. It is confirmed that a method will be implemented to keep your blocks in their current state.

    Posted in: Suggestions
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    posted a message on Minecraft 1.17 Update Opinion Thread

    Wait so how exactly do bundles open? You click on it and it spills items all over your inventory? On the ground? It opens another, nested, GUI?

    I didn't watch the videos at all and don't really have the patience to...


    In the videos, it just opens all the items into your inventory, but I'm hoping you'll be able to extract certain items or the whole concept would be useless since you would need enough inventory space in order to open the bundle.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.17 Update Opinion Thread
    Quote from DaBiggman»

    Lastly, there are teenage modders that put out 2x to 3x the content in a month compared to what the entire Mojang team puts out in a year. Also, they put out bug free content. These are kids who are doing this stuff after school versus adults who are doing this AS A JOB. I've heard excuses for ten years why there isn't more work being done in Minecraft and it's pathetic. Hytale has done close to 10x what is in Minecraft and they've only been working at it for 2 years.

    Modders do this on a personal level, meaning that they don't have as much to worry about like marketing, audience appeal, or the accepted design process (whatever that is for Minecraft). Also, most of them work from forge, which makes development significantly easier and less time-consuming. Bug-free code doesn't exist.


    While there may be separate teams for each game, if they all functioned separately then there would be no way to sync the themes or features. There is likely a lot of communication between those teams, especially the ones for Java and Bedrock edition.


    I will also mention that Minecraft wasn't originally designed to be such a large scale game, so there's likely a lot of coding barriers.


    Hytale is focusing their game specifically on development, so it makes sense that it's going to be easier to create, though I think you've exaggerated the numbers substantially. They also have better technology to start out with, and they're planning for scalability.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.17 Update Opinion Thread
    Quote from DaBiggman»

    Honestly, my biggest issue with the entire update isn't the update itself, it's the speed. We went from multiple updates a year from 1-2 developers to ONE update a year with THIRTY developers. It's kind of pathetic.



    This may be an unfair comparison because some of those updates may have had less content than the recent ones, or it may have been easier to implement. Also, the developers seem to be putting more thought into the recent updates (they don't want to add something bad and lose their fans). Also, the company is now juggling 4 different multi-platform games (Minecraft Bedrock, Minecraft Java, Minecraft Earth, and Minecraft Dungeons), two of which are meant to be pretty much the same in content (Minecraft Java and Minecraft Bedrock) so it will take a longer time to sync the two. Finally, it could be that they're just trying to put releases on a schedule and their speed hasn't actually changed that much.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.17 Update Opinion Thread
    Quote from The_Shadow»

    They aren't much like shulker boxes at all, really, and anyway shulker boxes are late game. They're just a way of grouping small counts of items into one stack - and for that, they look really handy!


    Basically, bundles are no help for things that you tend to have by the stack anyway - 64 cobble in a bundle is no benefit over 64 cobble in your inventory directly. The bundle just lets you have a place to put (for example) mob drops you pick up while on a mining trip. Or seeds, leaves, flowers, and so on that you pick up while on an exploration trip. Or even lesser-used blocks while you're building.


    It seems extremely likely (though not yet confirmed) that lower stack-size items will take up more space. The bundle that had ender pearls in it definitely didn't have anything like 64. And the wiki is claiming that this is the case, for whatever that's worth.




    They don't directly increase the amount of space you get like a shulker box does, but they do increase the number of item types you can hold at once. Since dissimilar items can't currently stack, a single item is going to take up an entire slot, even though it's only worth a fraction (1/64) of a slot in actual storage space. This means that you can only hold up to 36 (27 inventory + 9 hotbar) unique item types at a time.


    With bundles, you can stack dissimilar items, so it reduces that full slot back down to the 1/64 that it's actually worth. So you have more space to fit other item types. You can have a bundle in at least 35 of the 36 slots (you may need to leave one slot open so you can actually pick up the item), and you can fit 64 item types in each slot, assuming that they all take up exactly one unit of storage space. This means you can now fit 2240 (35 times 64) unique item types in your inventory at maximum. Since there are only about 700 unique items in-game, it is very feasible that you could hold at least one of every obtainable item in your inventory at once.


    So, while it doesn't increase storage space directly, bundles do open a lot of room for storage expansion, making them similar to shulker boxes (though, in retrospect, perhaps not enough to complain about).


    It's good to know that the maximum item stacks will likely be preserved, though I hope there will be an option to extract a specific item from the bag, rather than it being an all-or-nothing process (either all the items are in the bag, or the bag is empty).


    I have an unrelated question. Is it possible that mob spawning rates will be reduced in lush caves (since they're more lit than other caves), or will the rates be rigged in that biome so that they remain consistent with the rest of the caves?

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.17 Update Opinion Thread

    Very glad they decided to do a dual theme rather than focusing singly on mountains, which would have been pretty lackluster in terms of features (though, not as much as in 1.15, where they just added one mob, since they were focusing on bugs). I didn't really see the need for a cave update beforehand, but I still am excited about the new features that were announced. I have a positive opinion on almost everything (the glow squid is excluded because it's literally just a retexture). My specific thoughts on the features:


    Lush Caves - They look pretty interesting as a concept. Makes cave exploration easier and more interesting. The new plants that were announced could be useful in adventure maps as disappearing platforms.

    Dripstone Caves - Seem more interesting than the lush caves, with the new falling entities and such. It's also pretty cool to have a block natively implemented that both looks and acts like a spike. The cauldron mechanic is a pretty cool little detail, but I doubt it will be used much since infinite water sources are so common and easy to make.

    Crystals - Honestly, I think they're lacking a defined use, but the items you can craft are interesting. Telescopes will remove a little bit of strain from video editors (who don't use the optifine zoom feature), and it's just a nice thing to have.

    Archaeology - Mostly aesthetic as far as I can tell, but very good for lore and customization. It's cool that you can also find some useful items. The animation does look a little weird, but it's nothing I can't get used to.

    Copper - Very cool, especially with the new generation mechanic. Missing as much of use as the other ores (possibly we could get copper armor or weapons, though there are other solutions). The old copper looks too much like the warped items, and I think there should be a way to preserve the original texture. The lightning rod doesn't seem that useful for the reason they state (I've almost never even seen lightning naturally in the game) - I think it will be used in order to attract lightning bolts in order to help with obtaining those exclusive mobs (like witches and skeleton horses).

    Skulks - Incredibly interesting concept, though they look like they may be related to the End. Not sure if that's intentional.

    Warden - Possibly one of the most challenging mobs there will be. I believe it serves more effectively as a boss mob than even the ender dragon does, given the large amount of damage.

    Axolotls - Very nice implementation of aquatic defense, though their function is a little too similar to the wolf (the only difference is that these guys work underwater).

    Goat - Seems interesting, though I'm not sure why they jump so high. Maybe they could become tameable.

    Fake Snow - Very cool with a lot of building potential. I 100% support this addition.

    Bundle - A little too similar to a shulker box. Perhaps the items that have lower maximum stack sizes (like snowballs) should take up more space in the bundle to keep that balance relevant. Also, non-stackable items should be unable to be put in the bundle.

    Posted in: Recent Updates and Snapshots
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    posted a message on Commands using '@e' not working at all

    Your first problem is that you use "distance=5" which means that they must be exactly 5 blocks away. Use "distance=..5" for less than or equal to 5 blocks. For the data modify command you need to wrap in execute in order to use multiple entities. Use "execute as @e[type=minecraft:villager,distance=..5] run data modify @s". Teleport command is weird, but I believe you should use the "limit=1" argument in that one.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Teleport using commandblock messed up.

    You use the "@p" specifier which targets the nearest player, who is in the overworld. You should either replace with the username of your friend or change to "@a[nbt={Dimension:-1}]" to teleport all nether players to the overworld.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Just a reminder that Herobrine's 10th anniversary is in 4 DAYS

    Actually, "Removed Herobrine" is in the changelog for 1.16.2

    Posted in: Discussion
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